/** * @file llregionflags.h * @brief Flags that are sent in the statistics message region_flags field. * * Copyright (c) 2002-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLREGIONFLAGS_H #define LL_LLREGIONFLAGS_H // Can you be hurt here? Should health be on? const U32 REGION_FLAGS_ALLOW_DAMAGE = (1 << 0); // Can you make landmarks here? const U32 REGION_FLAGS_ALLOW_LANDMARK = (1 << 1); // Do we reset the home position when someone teleports away from here? const U32 REGION_FLAGS_ALLOW_SET_HOME = (1 << 2); // Do we reset the home position when someone teleports away from here? const U32 REGION_FLAGS_RESET_HOME_ON_TELEPORT = (1 << 3); // Does the sun move? const U32 REGION_FLAGS_SUN_FIXED = (1 << 4); // Tax free zone (no taxes on objects, land, etc.) const U32 REGION_FLAGS_TAX_FREE = (1 << 5); // Can't change the terrain heightfield, even on owned parcels, // but can plant trees and grass. const U32 REGION_FLAGS_BLOCK_TERRAFORM = (1 << 6); // Can't release, sell, or buy land. const U32 REGION_FLAGS_BLOCK_LAND_RESELL = (1 << 7); // All content wiped once per night const U32 REGION_FLAGS_SANDBOX = (1 << 8); const U32 REGION_FLAGS_NULL_LAYER = (1 << 9); const U32 REGION_FLAGS_SKIP_AGENT_ACTION = (1 << 10); const U32 REGION_FLAGS_SKIP_UPDATE_INTEREST_LIST= (1 << 11); const U32 REGION_FLAGS_SKIP_COLLISIONS = (1 << 12); // Pin all non agent rigid bodies const U32 REGION_FLAGS_SKIP_SCRIPTS = (1 << 13); const U32 REGION_FLAGS_SKIP_PHYSICS = (1 << 14); // Skip all physics const U32 REGION_FLAGS_EXTERNALLY_VISIBLE = (1 << 15); //const U32 REGION_FLAGS_MAINLAND_VISIBLE = (1 << 16); const U32 REGION_FLAGS_PUBLIC_ALLOWED = (1 << 17); const U32 REGION_FLAGS_BLOCK_DWELL = (1 << 18); // Is flight allowed? const U32 REGION_FLAGS_BLOCK_FLY = (1 << 19); // Is direct teleport (p2p) allowed? const U32 REGION_FLAGS_ALLOW_DIRECT_TELEPORT = (1 << 20); // Is there an administrative override on scripts in the region at the // moment. This is the similar skip scripts, except this flag is // presisted in the database on an estate level. const U32 REGION_FLAGS_ESTATE_SKIP_SCRIPTS = (1 << 21); const U32 REGION_FLAGS_RESTRICT_PUSHOBJECT = (1 << 22); const U32 REGION_FLAGS_DENY_ANONYMOUS = (1 << 23); const U32 REGION_FLAGS_DENY_IDENTIFIED = (1 << 24); const U32 REGION_FLAGS_DENY_TRANSACTED = (1 << 25); const U32 REGION_FLAGS_ALLOW_PARCEL_CHANGES = (1 << 26); const U32 REGION_FLAGS_ABUSE_EMAIL_TO_ESTATE_OWNER = (1 << 27); const U32 REGION_FLAGS_ALLOW_VOICE = (1 << 28); const U32 REGION_FLAGS_BLOCK_PARCEL_SEARCH = (1 << 29); const U32 REGION_FLAGS_DEFAULT = REGION_FLAGS_ALLOW_LANDMARK | REGION_FLAGS_ALLOW_SET_HOME | REGION_FLAGS_ALLOW_PARCEL_CHANGES | REGION_FLAGS_ALLOW_VOICE; const U32 REGION_FLAGS_PRELUDE_SET = REGION_FLAGS_RESET_HOME_ON_TELEPORT; const U32 REGION_FLAGS_PRELUDE_UNSET = REGION_FLAGS_ALLOW_LANDMARK | REGION_FLAGS_ALLOW_SET_HOME; const U32 REGION_FLAGS_ESTATE_MASK = REGION_FLAGS_EXTERNALLY_VISIBLE | REGION_FLAGS_PUBLIC_ALLOWED | REGION_FLAGS_SUN_FIXED | REGION_FLAGS_DENY_ANONYMOUS | REGION_FLAGS_DENY_IDENTIFIED | REGION_FLAGS_DENY_TRANSACTED; inline BOOL is_prelude( U32 flags ) { // definition of prelude does not depend on fixed-sun return 0 == (flags & REGION_FLAGS_PRELUDE_UNSET) && 0 != (flags & REGION_FLAGS_PRELUDE_SET); } inline U32 set_prelude_flags(U32 flags) { // also set the sun-fixed flag return ((flags & ~REGION_FLAGS_PRELUDE_UNSET) | (REGION_FLAGS_PRELUDE_SET | REGION_FLAGS_SUN_FIXED)); } inline U32 unset_prelude_flags(U32 flags) { // also unset the fixed-sun flag return ((flags | REGION_FLAGS_PRELUDE_UNSET) & ~(REGION_FLAGS_PRELUDE_SET | REGION_FLAGS_SUN_FIXED)); } // estate constants. Need to match first few etries in indra.estate table. const U32 ESTATE_ALL = 0; // will not match in db, reserved key for logic const U32 ESTATE_MAINLAND = 1; const U32 ESTATE_ORIENTATION = 2; const U32 ESTATE_INTERNAL = 3; const U32 ESTATE_SHOWCASE = 4; const U32 ESTATE_KIDGRID = 5; const U32 ESTATE_LAST_LINDEN = 5; // last linden owned/managed estate // for EstateOwnerRequest, setaccess message const U32 ESTATE_ACCESS_ALLOWED_AGENTS = 1 << 0; const U32 ESTATE_ACCESS_ALLOWED_GROUPS = 1 << 1; const U32 ESTATE_ACCESS_BANNED_AGENTS = 1 << 2; const U32 ESTATE_ACCESS_MANAGERS = 1 << 3; //maximum number of access list entries we can fit in one packet const S32 ESTATE_ACCESS_MAX_ENTRIES_PER_PACKET = 63; // for reply to "getinfo", don't need to forward to all sims in estate const U32 ESTATE_ACCESS_SEND_TO_AGENT_ONLY = 1 << 4; const U32 ESTATE_ACCESS_ALL = ESTATE_ACCESS_ALLOWED_AGENTS | ESTATE_ACCESS_ALLOWED_GROUPS | ESTATE_ACCESS_BANNED_AGENTS | ESTATE_ACCESS_MANAGERS; // for EstateOwnerRequest, estateaccessdelta message const U32 ESTATE_ACCESS_APPLY_TO_ALL_ESTATES = 1 << 0; const U32 ESTATE_ACCESS_APPLY_TO_MANAGED_ESTATES = 1 << 1; const U32 ESTATE_ACCESS_ALLOWED_AGENT_ADD = 1 << 2; const U32 ESTATE_ACCESS_ALLOWED_AGENT_REMOVE = 1 << 3; const U32 ESTATE_ACCESS_ALLOWED_GROUP_ADD = 1 << 4; const U32 ESTATE_ACCESS_ALLOWED_GROUP_REMOVE = 1 << 5; const U32 ESTATE_ACCESS_BANNED_AGENT_ADD = 1 << 6; const U32 ESTATE_ACCESS_BANNED_AGENT_REMOVE = 1 << 7; const U32 ESTATE_ACCESS_MANAGER_ADD = 1 << 8; const U32 ESTATE_ACCESS_MANAGER_REMOVE = 1 << 9; const S32 ESTATE_MAX_MANAGERS = 10; const S32 ESTATE_MAX_ACCESS_IDS = 300; // max for access, banned const S32 ESTATE_MAX_GROUP_IDS = (S32) ESTATE_ACCESS_MAX_ENTRIES_PER_PACKET; // 'Sim Wide Delete' flags const U32 SWD_OTHERS_LAND_ONLY = (1 << 0); const U32 SWD_ALWAYS_RETURN_OBJECTS = (1 << 1); const U32 SWD_SCRIPTED_ONLY = (1 << 2); #endif